#define _CRT_SECURE_NO_WARNINGS
#include "sb7.h"
class my_application : public sb7::application
{
public:
GLuint compile_shaders(void)
{
GLuint vertex_shader;
GLuint fragment_shader;
GLuint program;
static const char* vertex_shader_source[] =
{
"#version 450 core \n"
"layout (location = 0) in vec4 offset; \n"
"layout (location = 1) in vec4 color; \n"
"out vec4 ot_color; \n"
" \n"
"void main(void) \n"
"{ \n"
" const vec4 vertices[3] = vec4[3](vec4( 0.25, -0.25, 0.5, 1.0), \n"
" vec4(-0.25, -0.25, 0.5, 1.0), \n"
" vec4( 0.25, 0.25, 0.5, 1.0)); \n"
" \n"
" gl_Position = vertices[gl_VertexID] + offset; \n"
" ot_color = color; \n"
"} \n"
};
static const GLchar* fragment_shader_source[] =
{
"#version 450 core \n"
" \n"
"in vec4 ot_color; \n"
"out vec4 color; \n"
" \n"
"void main(void) \n"
"{ \n"
" color = ot_color; \n"
"} \n"
};
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
void startup()
{
rendering_program = compile_shaders();
glCreateVertexArrays(1, &vertex_array_object);
glBindVertexArray(vertex_array_object);
}
void shutdown()
{
glDeleteVertexArrays(1, &vertex_array_object);
glDeleteProgram(rendering_program);
glDeleteVertexArrays(1, &vertex_array_object);
}
void render(double currentTime)
{
//const GLfloat color[] = { (float)sin(currentTime)*0.5f+0.5f,(float)cos(currentTime) * 0.5f + 0.5f,0.0f,1.0f };
//glClearBufferfv(GL_COLOR, 0, color);
const GLfloat color[] = { 0.0f, 0.2f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, color);
glUseProgram(rendering_program);
GLfloat attrib[] = {(float)sin(currentTime) * 0.5f,
(float)cos(currentTime) *0.6f,
0.0f, 0.0f};
//glVertexAttrib4fv(0, attrib);
glVertexAttrib4fv(1, attrib);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
private:
GLuint rendering_program;
GLuint vertex_array_object;
};
DECLARE_MAIN(my_application);